Naloren Pack

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nsrr
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Re: Naloren - An Elf Subrace

#61 Post by nsrr »

:oops: :oops: :oops:
Um... yes. Not any more, though!

v1.0.8 a.k.a "Whipsy Daisy"
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Artifact whips will now properly generate.



Good catch, and "Sorry for the Inconvenience™" :wink:

(To clarify, I was unnecessarily overloading the base whip definition to change the rarity and image fields. Now the base is untouched and these are set at each individual tier, effectively only applying to the whips that generate in the shop and allowing artifact whips to generate properly again.)

Zizzo
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Re: Naloren - An Elf Subrace

#62 Post by Zizzo »

nsrr wrote: Sat May 15, 2021 11:08 pm (To clarify, I was unnecessarily overloading the base whip definition to change the rarity and image fields. Now the base is untouched and these are set at each individual tier, effectively only applying to the whips that generate in the shop and allowing artifact whips to generate properly again.)
Y'know, I actually saw that overload, and was surprised it didn't break anything — although I guess it did. :wink: No worries, these things happen.
"Blessed are the yeeks, for they shall inherit Arda..."

Syovere
Cornac
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Re: Naloren - An Elf Subrace

#63 Post by Syovere »

I don't seem to need waterbreathing to be able to breathe in the Abyssal Caves. This doesn't quite seem intended?

Also, minor text error, the lore entries "A Watchmen's Log" should be Watchman's, since it's a log from a singular watchman. Log 3 has "will send no aide", and you want "aid" there.

nsrr
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Re: Naloren - An Elf Subrace

#64 Post by nsrr »

It's actually a singular log from the watchmen, or rather, a "Watchmen's Log" (you know, "14:00 All clear. 15:00 All clear. 16:00 Visitor from Shellsea. All clear. 17:00 All clear...") that has been subverted into a sort of journal by a single watchman. But yeah, it's a little ambiguous. I may change it. Made a note to correct "aide". Thanks :)

As for the cave: were you a Nalore or were you wearing the cap given to you by the Naloren? I'm not ruling out a mistake on my part there, I just want to clarify, because in either of those cases you would be able to breathe water anyway.

Syovere
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Re: Naloren - An Elf Subrace

#65 Post by Syovere »

Cornac Shining One, went hatless to test and none of my other gear had waterbreathing.

nsrr
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Re: Naloren - An Elf Subrace

#66 Post by nsrr »

Alright, thanks for the clarification. I must have missed a tag in the zone definition. I'll take a look into it :)

nsrr
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Re: Naloren - An Elf Subrace

#67 Post by nsrr »

All fixed now.
Thanks Syovere :)

Also a little compatability check, for reasons :wink:

V1.0.9
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All parts of the new zones now correctly require water-breathing.
New Shellsea now only appears in the Age of Acendancy campaign.

nsrr
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Re: Naloren - An Elf Subrace

#68 Post by nsrr »

v1.1.0
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Paying the merchant at the Seaforge to reveal Exotic Weapon Mastery will now cause Whips and Tridents to appear as drops, as well
(If you have already revealed EWM, e.g. from a warrior escort, the merchant will have an option to cause Whips and Tridents to appear as drops with no fee).

Big thanks to Rexo for the idea :D I think this was really one of the last bits of polish this add-on needed. Having only the shop to provide whips and tridents was a little bit underwhelming if you really wanted to go all in on Exotics, and I think this is a great compromise between just the shop and just allowing tridents and whips to drop all of the time.

gooder1029
Cornac
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Re: Naloren - An Elf Subrace

#69 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks. :)
Attachments
tome-nalorenrace translated it into Chinese.zip
(215.93 KiB) Downloaded 527 times

nsrr
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Re: Naloren - An Elf Subrace

#70 Post by nsrr »

gooder1029 wrote: Wed Nov 03, 2021 1:45 pm Hello, I really like the mod you made, I translated it into Chinese, thanks. :)
Hello! I'm glad you like the mod :)

Thanks for your work on translation! I read the exchange between Recaiden and yourself, and I find that I'm in a similar situation. I haven't updated this mod to support the translation framework yet, but I will begin work on implementing it as soon as I have time. In the meantime, if you want to, you could prepare the translation files and I will post again here when I have the mod updated to support them.

Frost Invoker is my work, as well, and I will work on add8ng translation support for that add-on as well.

Thanks!

gooder1029
Cornac
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Re: Naloren - An Elf Subrace

#71 Post by gooder1029 »

Hi, I've updated your mod translations.

Your two MOD files:tome-frost_invoker & tome-nalorenrace , both with translations.

This translation only talents and birth data。

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing
Attachments
tome-nalorenrace translated it into Chinese 2021-11-11.zip
(216.4 KiB) Downloaded 738 times

nsrr
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Re: Naloren - An Elf Subrace

#72 Post by nsrr »

Quick update. Nothing new, but Naloren are no longer locked into the starting town until they complete the quest. They are now free to leave and return and complete the quest when and if they wish.

Note, bonus options at the Exotic shop still require the quest to be complete.

nsrr
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Re: Naloren Pack

#73 Post by nsrr »

v1.2.0 aka Freeks and Tweaks
---
Addon re-named to Naloren Pack (this doesn't affect anything mechanically, but the name will appear this way in the addon list).

Rebalanced the Abyssal Caves:
-Nerfed talent levels and cooldowns of talents for the mobs unique to the dungeon.
-Minor swarming horrors renamed to teeming horrors, now have Rush and Gnashing Maw instead of Blindside and Blood Suckers.
-Small swarm hive renamed to teeming hive, now has a much longer cooldown on Willful Strike (and summons nerfed as above).
-Swarming Abyssal Horror no longer knows Abyssal Shroud, has a higher Creeping Darkness level but lower Dark Vision, longer cooldown on Slime Spit, lower chance to summon multiple teeming horrors, now has an overall damage penalty (and summons nerfed as above).
-New mob in the demon version: the bracleg, a crab-like demon with Rush and Acid Blood. It has a rarity and rank on par with the teeming hive.
-Small water imp renamed water impling, now has a much longer cooldown on Glacial Vapours and lower Phase Door level.
-Herald of Walrog has longer cooldowns on Glacial Vapour and Tidal Wave, knows Frost Grab (also with increased cooldown), now has an overall damage penalty.

New Race, the Freeks:
-Free Yeeks, affectionately know as Freeks to their allies, are a tribe of Yeeks who broke free of The Way and left Rel, eventually befriended by the Naloren and joined their society. Breaking from The Way caused permanent psychic damage to their people and they are a bit 'eccentric' as a result. They are a little more hardy than the Yeeks of Rel, have somewhat diminished mental power, have adopted water breathing techniques from the Nalore, and suffer from a permanent confusion immunity penalty.
-Stats:
+0 Strength, +0 Dexterity, -2 Constitution, +1 Magic, +3 Willpower, +3 Cunning, +9 Life Rating, -10% experience 'penalty', -15% confusion immunity, water-breathing.
-Talents:
Unbound Mind: Activate to remove up to X confusion and silence effects and gain 100% confusion and silence immunity for Y turns. Foes in range 8 will be afflicted with Shattered Mind for the same duration, giving them a Z% chance each turn to become Dazed or Confused(35%) for 2 turns. These effects can be resisted by immunity but not saved against.
Partition: reduce the length of negative effects applied to you and gain resistance to all damage (67% the rate of Resilient Bones and Thick Skin).
Hasty: Gain passive mind speed (133% the rate of Quickened global speed). After being afflicted with a negative status effect, if you have four or more negative effects, gain the Hasty effect for 6 turns, granting a temporary mind speed bonus equal to the passive bonus and causing all actions (attacks, spells, movement, etc) to use your mind speed if it is faster than the usual speed.
Schism: Manifest the pieces of your shattered mind as harassing illusions to distract your foes. Summons up to three images that last up to 6 turns and that inherit many of your stats and taunt your foes (as with Mirror Image rune).

New generic talent tree: Psionic/Mindstar combat.
-Available from The Seaforge after completing Rumbles from the Abyss (priced as per Wild-Gift/Mindstar mastery in Zigur, can be bought locked or unlocked, can boost mastery). Notably, these talents are Psionic powers, not nature powers, so they can be used by anyone, and are available in a town that is accessible to anyone.
-Talents:
Psiblades: it's Psiblades, just psionic. Mindstar weapon mastery and increased mind stats from equipped mindstars.
Mind Thorns: Instant, 15 cd, 8 psi. Afflict an adjacent foe with a debuff that reduces mental save and inflicts mind damage over time.
Mind Storm: 25 cd, 16 psi. Create a storm of mental energy in a radius 3 lasting for 7 turns. Foes in the area are afflicted with burning, while allies gain crit shrug.
Psionic Balance: 15 cd, 2 psi. Attack an adjacent enemy with your mainhand psiblade and create a psionic damage shield lasting up 10 turns around an adjacent ally (or yourself). The power of the shield is based on the damage of the attack and can be a mental critical. The shielded target will also have psi restored equal to 10% of the damage of the attack.

New Shellsea has had a bit of a renovation to make room for the Naloren's new allies. The town has been slightly enlarged, with a tad more open space, a new shop which sells mindstars, and a couple of new NPC types.

This is a large-ish update, with the addition of a new race, two new talent trees, and many tweaks to the zones, so there may be bugs in spite of my best efforts in testing, and reports are greatly appreciated, as always :)

Enjoy!

NOTE:
Negative immunities do not show on the character sheet when they reduce immunity below zero. As such, the Freek confusion penalty is only visible once you have some amount of positive immunity. As a result, a starting Freek (with no extra gear or talents or anything) will show 85% confusion immunity on the character sheet while under the effect of Unbound Mind. This IS the expected behavior and NOT a bug.

nsrr
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Re: Naloren Pack

#74 Post by nsrr »

v1.2.1
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Implemented a work around for all of the (unfortunately) hard-coded checks for Yeek race (which would more appropriately be checks for subrace or faction, but what are you going to do?)

This update quietly changes a Freek's race to Freek (a new dummy race that is not accessible any other way) when they load into a zone (in the AoA campaign, while being a Yeek/Freek). This should apply to any run in progress without effect.

Know "issues": the character sheet and some dialogs will say Freek where Yeek could be more appropriate, but it's just text. Freeks can equip the Yeek Fur Robe without any penalty, which is wierd, a bit, but doesn't harm them in any way.

nsrr
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Re: Naloren Pack

#75 Post by nsrr »

v1.2.2
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Added a pre-use check for both Psiblades talents which prevents the talent from being activated if the other is already active (i.e. they are now mutually exclusive).

Thanks to BlackVision for bringing this to my attention :)

...And I caught another issue, second tiny patch in one day:

v1.2.3
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Psionic/Mindstar combat - Psiblades now properly grants the physical power and damage bonuses for Mindstars.

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